|  |  |  |  | using UnityEngine; | 
					
						
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							|  |  |  |  | namespace FairyGUI.Utils | 
					
						
							|  |  |  |  | { | 
					
						
							|  |  |  |  |     /// <summary> | 
					
						
							|  |  |  |  |     ///  | 
					
						
							|  |  |  |  |     /// </summary> | 
					
						
							|  |  |  |  |     public static class ToolSet | 
					
						
							|  |  |  |  |     { | 
					
						
							|  |  |  |  |         public static Color ConvertFromHtmlColor(string str) | 
					
						
							|  |  |  |  |         { | 
					
						
							|  |  |  |  |             if (str.Length < 7 || str[0] != '#') | 
					
						
							|  |  |  |  |                 return Color.black; | 
					
						
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 | 
					
						
							|  |  |  |  |             if (str.Length == 9) | 
					
						
							|  |  |  |  |             { | 
					
						
							|  |  |  |  |                 //optimize:avoid using Convert.ToByte and Substring | 
					
						
							|  |  |  |  |                 //return new Color32(Convert.ToByte(str.Substring(3, 2), 16), Convert.ToByte(str.Substring(5, 2), 16), | 
					
						
							|  |  |  |  |                 //  Convert.ToByte(str.Substring(7, 2), 16), Convert.ToByte(str.Substring(1, 2), 16)); | 
					
						
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							|  |  |  |  |                 return new Color32((byte)(CharToHex(str[3]) * 16 + CharToHex(str[4])), | 
					
						
							|  |  |  |  |                     (byte)(CharToHex(str[5]) * 16 + CharToHex(str[6])), | 
					
						
							|  |  |  |  |                     (byte)(CharToHex(str[7]) * 16 + CharToHex(str[8])), | 
					
						
							|  |  |  |  |                     (byte)(CharToHex(str[1]) * 16 + CharToHex(str[2]))); | 
					
						
							|  |  |  |  |             } | 
					
						
							|  |  |  |  |             else | 
					
						
							|  |  |  |  |             { | 
					
						
							|  |  |  |  |                 //return new Color32(Convert.ToByte(str.Substring(1, 2), 16), Convert.ToByte(str.Substring(3, 2), 16), | 
					
						
							|  |  |  |  |                 //Convert.ToByte(str.Substring(5, 2), 16), 255); | 
					
						
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							|  |  |  |  |                 return new Color32((byte)(CharToHex(str[1]) * 16 + CharToHex(str[2])), | 
					
						
							|  |  |  |  |                     (byte)(CharToHex(str[3]) * 16 + CharToHex(str[4])), | 
					
						
							|  |  |  |  |                     (byte)(CharToHex(str[5]) * 16 + CharToHex(str[6])), | 
					
						
							|  |  |  |  |                     255); | 
					
						
							|  |  |  |  |             } | 
					
						
							|  |  |  |  |         } | 
					
						
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 | 
					
						
							|  |  |  |  |         public static Color ColorFromRGB(int value) | 
					
						
							|  |  |  |  |         { | 
					
						
							|  |  |  |  |             return new Color(((value >> 16) & 0xFF) / 255f, ((value >> 8) & 0xFF) / 255f, (value & 0xFF) / 255f, 1); | 
					
						
							|  |  |  |  |         } | 
					
						
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 | 
					
						
							|  |  |  |  |         public static Color ColorFromRGBA(uint value) | 
					
						
							|  |  |  |  |         { | 
					
						
							|  |  |  |  |             return new Color(((value >> 16) & 0xFF) / 255f, ((value >> 8) & 0xFF) / 255f, (value & 0xFF) / 255f, ((value >> 24) & 0xFF) / 255f); | 
					
						
							|  |  |  |  |         } | 
					
						
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							|  |  |  |  |         public static int CharToHex(char c) | 
					
						
							|  |  |  |  |         { | 
					
						
							|  |  |  |  |             if (c >= '0' && c <= '9') | 
					
						
							|  |  |  |  |                 return (int)c - 48; | 
					
						
							|  |  |  |  |             if (c >= 'A' && c <= 'F') | 
					
						
							|  |  |  |  |                 return 10 + (int)c - 65; | 
					
						
							|  |  |  |  |             else if (c >= 'a' && c <= 'f') | 
					
						
							|  |  |  |  |                 return 10 + (int)c - 97; | 
					
						
							|  |  |  |  |             else | 
					
						
							|  |  |  |  |                 return 0; | 
					
						
							|  |  |  |  |         } | 
					
						
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							|  |  |  |  |         public static Rect Intersection(ref Rect rect1, ref Rect rect2) | 
					
						
							|  |  |  |  |         { | 
					
						
							|  |  |  |  |             if (rect1.width == 0 || rect1.height == 0 || rect2.width == 0 || rect2.height == 0) | 
					
						
							|  |  |  |  |                 return new Rect(0, 0, 0, 0); | 
					
						
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							|  |  |  |  |             float left = rect1.xMin > rect2.xMin ? rect1.xMin : rect2.xMin; | 
					
						
							|  |  |  |  |             float right = rect1.xMax < rect2.xMax ? rect1.xMax : rect2.xMax; | 
					
						
							|  |  |  |  |             float top = rect1.yMin > rect2.yMin ? rect1.yMin : rect2.yMin; | 
					
						
							|  |  |  |  |             float bottom = rect1.yMax < rect2.yMax ? rect1.yMax : rect2.yMax; | 
					
						
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							|  |  |  |  |             if (left > right || top > bottom) | 
					
						
							|  |  |  |  |                 return new Rect(0, 0, 0, 0); | 
					
						
							|  |  |  |  |             else | 
					
						
							|  |  |  |  |                 return Rect.MinMaxRect(left, top, right, bottom); | 
					
						
							|  |  |  |  |         } | 
					
						
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							|  |  |  |  |         public static Rect Union(ref Rect rect1, ref Rect rect2) | 
					
						
							|  |  |  |  |         { | 
					
						
							|  |  |  |  |             if (rect2.width == 0 || rect2.height == 0) | 
					
						
							|  |  |  |  |                 return rect1; | 
					
						
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							|  |  |  |  |             if (rect1.width == 0 || rect1.height == 0) | 
					
						
							|  |  |  |  |                 return rect2; | 
					
						
							|  |  |  |  | 
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							|  |  |  |  |             float x = Mathf.Min(rect1.x, rect2.x); | 
					
						
							|  |  |  |  |             float y = Mathf.Min(rect1.y, rect2.y); | 
					
						
							|  |  |  |  |             return new Rect(x, y, Mathf.Max(rect1.xMax, rect2.xMax) - x, Mathf.Max(rect1.yMax, rect2.yMax) - y); | 
					
						
							|  |  |  |  |         } | 
					
						
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							|  |  |  |  |         public static void SkewMatrix(ref Matrix4x4 matrix, float skewX, float skewY) | 
					
						
							|  |  |  |  |         { | 
					
						
							|  |  |  |  |             skewX = -skewX * Mathf.Deg2Rad; | 
					
						
							|  |  |  |  |             skewY = -skewY * Mathf.Deg2Rad; | 
					
						
							|  |  |  |  |             float sinX = Mathf.Sin(skewX); | 
					
						
							|  |  |  |  |             float cosX = Mathf.Cos(skewX); | 
					
						
							|  |  |  |  |             float sinY = Mathf.Sin(skewY); | 
					
						
							|  |  |  |  |             float cosY = Mathf.Cos(skewY); | 
					
						
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							|  |  |  |  |             float m00 = matrix.m00 * cosY - matrix.m10 * sinX; | 
					
						
							|  |  |  |  |             float m10 = matrix.m00 * sinY + matrix.m10 * cosX; | 
					
						
							|  |  |  |  |             float m01 = matrix.m01 * cosY - matrix.m11 * sinX; | 
					
						
							|  |  |  |  |             float m11 = matrix.m01 * sinY + matrix.m11 * cosX; | 
					
						
							|  |  |  |  |             float m02 = matrix.m02 * cosY - matrix.m12 * sinX; | 
					
						
							|  |  |  |  |             float m12 = matrix.m02 * sinY + matrix.m12 * cosX; | 
					
						
							|  |  |  |  | 
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							|  |  |  |  |             matrix.m00 = m00; | 
					
						
							|  |  |  |  |             matrix.m10 = m10; | 
					
						
							|  |  |  |  |             matrix.m01 = m01; | 
					
						
							|  |  |  |  |             matrix.m11 = m11; | 
					
						
							|  |  |  |  |             matrix.m02 = m02; | 
					
						
							|  |  |  |  |             matrix.m12 = m12; | 
					
						
							|  |  |  |  |         } | 
					
						
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							|  |  |  |  |         public static void RotateUV(Vector2[] uv, ref Rect baseUVRect) | 
					
						
							|  |  |  |  |         { | 
					
						
							|  |  |  |  |             int vertCount = uv.Length; | 
					
						
							|  |  |  |  |             float xMin = Mathf.Min(baseUVRect.xMin, baseUVRect.xMax); | 
					
						
							|  |  |  |  |             float yMin = baseUVRect.yMin; | 
					
						
							|  |  |  |  |             float yMax = baseUVRect.yMax; | 
					
						
							|  |  |  |  |             if (yMin > yMax) | 
					
						
							|  |  |  |  |             { | 
					
						
							|  |  |  |  |                 yMin = yMax; | 
					
						
							|  |  |  |  |                 yMax = baseUVRect.yMin; | 
					
						
							|  |  |  |  |             } | 
					
						
							|  |  |  |  | 
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							|  |  |  |  |             float tmp; | 
					
						
							|  |  |  |  |             for (int i = 0; i < vertCount; i++) | 
					
						
							|  |  |  |  |             { | 
					
						
							|  |  |  |  |                 Vector2 m = uv[i]; | 
					
						
							|  |  |  |  |                 tmp = m.y; | 
					
						
							|  |  |  |  |                 m.y = yMin + m.x - xMin; | 
					
						
							|  |  |  |  |                 m.x = xMin + yMax - tmp; | 
					
						
							|  |  |  |  |                 uv[i] = m; | 
					
						
							|  |  |  |  |             } | 
					
						
							|  |  |  |  |         } | 
					
						
							|  |  |  |  |     } | 
					
						
							|  |  |  |  | } |